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  2. I definitely want Soulblade. It is amongst my favourite subclasses, and I never played it with an AOE weapon, and I never played a WOTEP watcher either. I considered ranger also because of Beast's Claw (and stalker). It could certainly get away with the great sword modal more easily than most combinations (which works on SA damage, if I'm not mistaking). Stalker/Soul Blade sounds pretty fun considering this, and the watcher could actually deal damage with offensive parries while buffing up the animal companion so it can take a bit more punishment. I could get even more focus from the stealthed opening shots of The Red Hand with Driving Flight too. Typing this out, I might just have found my build. Probably still a lot weaker than mindstalker, but thematically I absolutely love it Goes really well with an offensively built herald too (kind wayfarer + troubadour), the bear would get a lot of extra armor and easy heals from white flames. Then Edér for the extra pet slot + Heart Defender Scales, a celebrant and a ranged striker (hard for me to not pick seer or wildrhymer, but maybe I'll try geomancer Maia or a Frostseeker savage).
  3. Sometimes, I kind of wish Keyrock were still around so that we could all make a point of repeatedly saying what a stupid piece of **** RFK Jr. is.
  4. Was followed around by a ****roach whilst building a base at the bottom of one of the trees. Kept making purring like sounds. Made me just want to pet it. Would be great to pet random bugs that are docile. Edit: P. S. You need to sort your forum filter out as it filters part of the name of an actual insect.
  5. Odd glitch, my friend came on last night and I ended up being assigned his buggy and also the other person's buggy (who wasn't on last night). So basically I gained two extra buggies that were originally my friends and had to go get a replacement red ant egg to get them a new buggy. Anyone else experienced this? Tried revering to older save but it didn't make a difference.
  6. Today
  7. I think there should be an Encyclopedia mod, so that Deadfire mechanics are easily understandable. What would you want to add or change? Here were my thoughts: + Encyclopedia - Stun - -10 Deflection (not -10 All Defenses) + Encyclopedia - Action Speed - same as attack speed, both attack and recovery or reload time. Can cast while reloading. + Encyclopedia - Healing - doesn't predict amounts due to bonuses, and the real adjusted amounts don't even show in the combat log + Encyclopedia - Stacks - each stack has a separate duration, and when full, older stacks are not replaced until one expires. Stacks add to the current bonuses, they do not count as a re-application of the same effect. + Encyclopedia - Duration - increases with enchantment level (fine, etc.,), intelligence, resolve, on tick ticks explained, DoT formula bad + Encyclopedia - Summon - only one summon at a time, character level scaling + Encyclopedia - Damage Shield - if two stacking shields, both removed by same damage + Encyclopedia - Threatened - super technical way that it actually works + Encyclopedia - Prone - length of knockdown, interrupts attacks and spells which causes their resource used to be lost + Encyclopedia - Damage per second - ticks first, so there's always 1+t ticks + Encyclopedia - Damage over time - if no tick ("per seconds") then the formula is different and screws bonus damage + Encyclopedia - Veil-Piercing - Only guns and weapons with veil-piercing enchantments can pierce the veil. + Encyclopedia - Equipment > Ingredients (Rarest) - Adra Ban (heavily limited) > Emerald > Antler + Encyclopedia - Ability Level, see also Power Level + Encyclopedia - Power level should say exactly what it usually effects + Encyclopedia - Hits converted to Crits - (need to test more) Only one upgrade or downgrade is possible, so misses --> grazes --> hits doesn't happen (what's the priority? Hits to Crits vs Hits to Grazes? Hostile vs non-hostile effects? Temporary vs permanent effects? How do they stack and trigger w/ each?)
  8. Hey Heroes, I was wondering if anyone here has done really good testing of the bonuses for hits to crits, hits to grazes, grazes to miss, etc. My Current Beliefs From Experimentation: They don't stack probabilistically, but additively. Your total chance for the bonus is one single bonus: (50% Hits to Crits + 50% Hits to Crits = 100% Hits to Crits, not 75% [0.50 + 0.50 - 0.50 x 0.50]). 100% Grazes to Hits and 100% Hits to Crits? This didn't upgrade grazes to crits. Does anyone also know if this is true, and know of any other ways they interact? Untested, Possibly Different Scenarios: Passive: 100% Hits to Grazes, 100% Hits to Crits (which one triggers? Latest passive equipped? Always a bias towards grazes? Passive: 100% Hits to Grazes, Duration: 100% Hits to Crits
  9. I will second that motion. I’m also fine with there being a slider in the sound options as even just decreasing the buggy sounds by 50% would be nice. I’m pretty sure i would prefer mute but I’m sure some players enjoy their buggy making noises.
  10. Can we get our hauling strength and stacking back. I remember in the first game with my mutations and red ant armor I could carry 20+ planks and stems. With the ant mount it would make since that I would be able to move more material.
  11. With should be a real great build, also with spearcaster. With WotEP I played a shaman Priest of Berath / Corpse-Eater, self buff of Priest plus barb's buff and speed was nice, very good with lot of minions and you can use WotEP Run Through for single enemy. I think it can be a good weapon also with a Rogue/Ranger (with Hunter's Fang or Best's Claw)/Monk and Priest/Paladin for self-buff, defense and heal. Also an Arcane Knight could be powerful, wiz self buff with paladin defense, interesting... It's a shame, Wiz and Druid are funny classes to play
  12. Mutation: Last Stand Description: "Even in the tiny world, teamwork is survival. When a friend falls, adrenaline surges. The yard may be full of predators, but nothing rallies a creature like the loss of its kin." Effect: When a nearby ally (buggy companion or teammate) is knocked down, gain a combat boost Movement speed and attack speed increase for a short duration Edges of the screen glow with a pulsing crimson tint while active. One activation per combat encounter. Tier Progression & Unlocks: Tier I: Unlocks after 3 teammate downs +10% attack speed +10% movement speed Duration: 15 seconds Tier II: Unlocks after 6 teammate downs +15% attack speed +15% movement speed Duration: 20 seconds Tier III (Master Tier): Unlocks after 25 teammate downs +25% attack speed +20% movement speed Duration: 25 seconds Strongest crimson edge glow -------------------------------------------- Trinket:Snail’s Shell Charm Source: Dropped by snail enemies (chance-based). Effect: Shell Defense: +15% damage reduction Weighted Step: -10% movement speed Flavor Text: "This tiny shell holds the patience and resilience of its owner, slowing your pace but keeping you safe from harm." Drop Rate: Baby snails: 5% chance Adult snails: 15% chance -------------------------------------------- Trinket: Bee’s Lucky Charm Source: Dropped by bees Effect: Lucky Sting: Small chance (10%) to reflect a portion of melee damage back to attackers. Buzzing Fortitude: Slightly increases stamina regeneration (+5%) while in combat. Flavor Text: "A tiny charm carrying the fortune of the hive. The buzz of luck follows you wherever you go." Drop Rate: 10% chance -------------------------------------------- Trinket: Wolf Spider Gland Source: Dropped by wolf spiders Effects: Venomous Edge: Melee attacks have a small chance (7–16%) to poison enemies, dealing damage over time. Creeping Reflexes: Slightly increases movement speed (+5%) while crouching or near the ground. Speed demon: increases attack speed by 10% when hit cool down 30 seconds duration 10 seconds. Flavor Text: "The potent gland of a wolf spider, pulsating with venom. Handle with care — it gives power to those quick enough to use it." Drop Rate: 5% chance -------------------------------------------- Mutation: Remembrance Unlock Condition: Unlocks after completing the mix.r Effect: Memory Echo: Slightly increases movement speed (+10%) and attack speed (+10%) while exploring or in combat. Flavor Text: "Reminds you of something…" -------------------------------------------- Mutation: Ember's Echo Unlock Condition: Unlocks after crafting the Spicy Coaltana. Effect: Fiery Resolve: Reflects the heat of battle and the forge, enhancing your combat prowess. +10% attack speed +10% movement speed Active whenever exploring or in combat. Flavor Text: "Forged in fire, the blade's heat lingers, sharpening your reflexes and resolve reminding you of the past"
  13. I had been playing with my husband on a multiplayer game (he was hosting) and we thought we would try making it a shared game so I don't have to keep checking on his food and water while he isn't playing and I'm building. Long story short I couldn't see the shared game so we thought no problem he would just turn it back to multiplayer. All was fine for him but I have totally lost all my progress, everything I had on me including clothes. We had completed to the end of the story so far and I'm feeling gutted at losing all my progress
  14. Here is a quick 6 minute Bloodlines 2 gameplay video It seems okay, I will wait for final release to see how good this game really is. Im a little reassured but not much
  15. Mutation: Dominance Unlock Condition: Defeat a set number of predatory insects or creatures (e.g., spiders, centipedes, carpenter soldier ants) Effects: Predator Instinct: +10% melee and ranged damage against aggressive creatures Top Predator: +5% defense while engaged in combat with stronger enemies Resource Opportunist: Small chance to gain bonus crafting materials from defeated predators (+10%) Dominance Buff: After defeating a predator, gain a temporary +10% damage and +10% movement speed, representing supremacy in the ecosystem Theme: Represents control and mastery over other creatures in the backyard ecosystem, rewarding combat efficiency and predator awareness. Mutation: Scavenger Unlock Condition: Automatically unlocks after harvesting any amount of any plant Progression tracked by total plants harvested Levels & Effects: Level 1 – Novice Scavenger Resource Tracker: Resources being tracked through the scanner are highlighted within 10 meters Resourceful Hands: 5% chance to gain extra resources on harvest Opportunistic Loot: 2% chance to find bonus items in containers Level 2 – Skilled Scavenger Resource Tracker: Scanner-tracked resources highlighted within 12 meters Resourceful Hands: 10% chance to gain extra resources on harvest Opportunistic Loot: 5% chance to find bonus items in containers Level 3 – Master Scavenger Resource Tracker: Scanner-tracked resources highlighted within 15 meters Resourceful Hands: 15% chance to gain extra resources on harvest Opportunistic Loot: 10% chance to find bonus items in containers Theme: Represents growing expertise in scavenging and resourcefulness—efficiency and awareness of the environment increase over time.
  16. Yea, i see that in the same way. Usually when walking around the garden you don't switch the smoothies every time you see a specific enemy. For example, you would use the smoothe wich prevents toxic when encounter a wolf spider. But in the time you opened your inventory, find the specific smoothie in that chaos, put the correct smoothie in the "hotpick" menue - you are dead I do it like KJ9 and pick 1 smoothie i can easily craft and stick with that one. I did so in Grounded 1 aswell. Except for Bosses - like the Wasp Queen - where you prepare your inventory ahead. btw. why there are no "trash" smoothies like in grounded 1? where you could put anything in the mixer and just get a basic smoothie with no other benefit then quick healing?
  17. Carpenter Ants – Wood Pile Carpenter Worker Ant Abundance: High (more common than other ant types) Combat: Deals more damage and has more health than regular ants Behavior: Fast-moving, aggressive swarming attacks Drops: Chitin Shard – 1–2 Ant Leg Fragment – 1 Worker Ant Mandible (5% chance) – trinket that increases melee damage Carpenter Soldier Ant: Abundance: Less common than worker ants Combat: Increased damage and health Special Ability: Summons Carpenter Worker Ants to assist Drops: Hardened Chitin – 1–3 Ant Mandible (15% chance) – trinket that increases melee damage Carpenter Queen Ant: Behavior: Neutral; can be befriended or attacked if provoked Boss Mechanics: Two stages Calm Stage: Summons Carpenter Worker Ants Stomps and bites Low movement, medium damage Enraged Stage: (Activates at 25% health) Summons Carpenter Soldier Ants Stomps, bites, and screams to increase Soldier Ant damage Giant stomp can stun and damage other ants Medium movement, high damage Drops: Ant King Mutation: Chance to summon Carpenter Soldier Ants on melee hit Optional Bonus Trinket (20% chance): Carpenter Ant queen Mandible Carpenter Ant Armor Set: Pieces: Mandible Helm – +5% melee damage, 5% chance on hit to briefly summon a baby worker ant for 5 seconds Chitin Chestplate – +10 Armor, +5% health Segment Leggings – +7 Armor, +10% movement speed, increases dodge distance by 20% Full Set Bonus – Ant Colony Tactics: 15% chance on melee hit to summon a Carpenter Soldier Ant for 8 seconds Nearby friendly summons deal +10% damage Dual-Wield Weapon: Mandible Twins Appearance: Two small, segmented blades resembling ant mandibles, faint amber/brown glow Stats: Moderate base damage, very high attack speed, +10% critical chance, medium durability Special Effects: Swarm Strike: 10% chance on hit to summon a baby worker ant for 5 seconds Bleed Effect: Damage-over-time on every third consecutive hit Agile Strikes: Increases dodge distance by 10% while dual-wielding Crafting Recipe: 2 Silk Rope 2 Soldier Ant Mandible 4 Blueberry Hide Flavor Text: "Sharp as a soldier’s mandibles, light as a worker’s step. Strike twice, strike fast."
  18. How are things in Denmark, are you still enjoying it and spending time with family? Are you planning on staying, also how is your Danish? With you living abroad for so long can you still write and speak Danish fluently?
  19. They will bring them back but it might take some time since the roadmap says "Summer Update"
  20. The principle of the belief in what the flag signifies in the new South Africa doesn't change The old flag didnt represent the whole country but it had significance, for example South Africans died in 2 WW under the old flag We are opposed to anyone burning the flag Its a pity in many countries like the US the flag is taken for granted and burning it has just become a form of outrage protest " Im angry with my government ...lets burn the flag and make sure its on SM" I am very glad I live in country where we respect what the flag represents but we still criticize government and vote for different political parties
  21. I have no idea what legislation is around flag burning in Denmark, but it probably violates some kind of fire safety regulation edit: Danes regularly offends anyone and anything, especially ourselves
  22. Ice Affinity Unlock Condition: unlocked when the Ice Sickle is acquired. Effect: Increases damage with frost/ice weapons. Successful hits apply a brief slow effect to enemies. Theme: A shard of icy resilience running through your veins, chilling every swing. Fire Affinity Unlock Condition: unlocked when getting the heatwave Effect: Increases damage with fire weapons. Successful hits apply a burning effect to enemies over time. Theme: The smoldering fury of the backyard fuels your strikes with searing heat.
  23. Grilled some burgers and I also fried up some yucca chips to pair with it instead of fries
  24. Let get the bugs out the way. Spiny Flower Mantis I know we have the praying mantis nymph and will probably get the adult one soon in the future but I would like to suggest another mantis. The Spiny Flower Mantis, the nymph could be tier IV and the full adult could be tier V and be a park boss. Moths I know some of us really liked the moths, so I suggest two moths. The first one I could think of was The Antler Moth, at most a tier III bug but it would look nice in game. And the second moth is The Fox Moth, why? Because I like foxes and we can't exactly have a fox running around the park so this is and nice substitute. It was think Tier III or IV. The Owl So the main reason I'm suggestsuggesting the owl is because I can hear a owl at night in game so why not add one? Honestly I don't know what owl to suggest so I'll let y'all decide that and the tools, weapons, armor, and decoration. But I say it should be a tier III or IV with the feathers and the time it should spawn till it can't appear is 19:00-5:00.
  25. I’m going to keep this short and sweet. I bet others will love this. Chests should snap on half floors and close to floor edges not direct middle. This is only a suggestion of course from someone who’s picky with lining things up
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